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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.25 by root, Tue Dec 12 22:37:05 2006 UTC vs.
Revision 1.121 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23
24#define ALLOWED_COMBINATION
25 25
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 27 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 28 * slows the startup some (and not actual game play), it is by default
29 * left on 29 * left on
30 */ 30 */
31#define TREASURE_DEBUG 31#define TREASURE_DEBUG
32 32
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 34
35/* #define TREASURE_VERBOSE */ 35//#define TREASURE_VERBOSE
36 36
37#include <global.h> 37#include <global.h>
38#include <treasure.h> 38#include <treasure.h>
39#include <funcpoint.h>
40#include <loader.h>
41 39
40#include <flat_hash_map.hpp>
41
42extern char *spell_mapping[];
43
44static treasurelist *first_treasurelist;
42 45
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 46static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 47
46/* 48typedef ska::flat_hash_map<
47 * Initialize global archtype pointers: 49 const char *,
48 */ 50 treasurelist *,
51 str_hash,
52 str_equal,
53 slice_allocator< std::pair<const char *const, treasurelist *> >
54> tl_map_t;
49 55
50void 56static tl_map_t tl_map;
51init_archetype_pointers ()
52{
53 int prev_warn = warn_archetypes;
54 57
55 warn_archetypes = 1; 58//TODO: class method
56 if (ring_arch == NULL) 59static void free_treasurestruct (treasure *t); // bleh desu
57 ring_arch = archetype::find ("ring"); 60static void
58 if (amulet_arch == NULL) 61clear (treasurelist *tl)
59 amulet_arch = archetype::find ("amulet"); 62{
60 if (staff_arch == NULL) 63 if (tl->items)
61 staff_arch = archetype::find ("staff"); 64 {
62 if (crown_arch == NULL) 65 free_treasurestruct (tl->items);
63 crown_arch = archetype::find ("crown"); 66 tl->items = 0;
64 warn_archetypes = prev_warn; 67 }
65}
66 68
67/* 69 tl->total_chance = 0;
68 * Allocate and return the pointer to an empty treasurelist structure. 70}
69 */
70 71
72/*
73 * Searches for the given treasurelist
74 */
71static treasurelist * 75treasurelist *
72get_empty_treasurelist (void) 76treasurelist::find (const char *name)
73{ 77{
78 if (!name)
79 return 0;
80
81 auto (i, tl_map.find (name));
82
83 if (i == tl_map.end ())
84 return 0;
85
86 return i->second;
87}
88
89/*
90 * Searches for the given treasurelist in the globally linked list
91 * of treasurelists which has been built by load_treasures().
92 */
93treasurelist *
94treasurelist::get (const char *name)
95{
96 treasurelist *tl = find (name);
97
98 if (!tl)
99 {
74 return new treasurelist; 100 tl = new treasurelist;
75}
76 101
77/* 102 tl->name = name;
78 * Allocate and return the pointer to an empty treasure structure. 103 tl->next = first_treasurelist;
79 */ 104 first_treasurelist = tl;
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85 105
86 t->chance = 100; 106 tl_map.insert (std::make_pair (tl->name, tl));
107 }
87 108
88 return t; 109 return tl;
89} 110}
111
112#ifdef TREASURE_DEBUG
113/* recursived checks the linked list. Treasurelist is passed only
114 * so that the treasure name can be printed out
115 */
116static void
117check_treasurelist (const treasure *t, const treasurelist * tl)
118{
119 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
120 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
121
122 if (t->next)
123 check_treasurelist (t->next, tl);
124
125 if (t->next_yes)
126 check_treasurelist (t->next_yes, tl);
127
128 if (t->next_no)
129 check_treasurelist (t->next_no, tl);
130}
131#endif
90 132
91/* 133/*
92 * Reads the lib/treasure file from disk, and parses the contents 134 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 135 * into an internal treasure structure (very linked lists)
94 */ 136 */
95
96static treasure * 137static treasure *
97load_treasure (FILE * fp, int *line) 138read_treasure (object_thawer &f)
98{ 139{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 140 treasure *t = new treasure;
101 int value;
102 141
103 nroftreasures++; 142 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 143
108 if (*buf == '#') 144 for (;;)
109 continue; 145 {
110 if ((cp = strchr (buf, '\n')) != NULL) 146 coroapi::cede_to_tick ();
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 147
116 if (sscanf (cp, "arch %s", variable)) 148 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 149 {
121 else if (sscanf (cp, "list %s", variable)) 150 case KW_arch:
122 t->name = variable; 151 t->item = archetype::find (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 152
124 t->change_arch.name = variable; 153 if (!t->item)
125 else if (sscanf (cp, "change_title %s", variable))
126 t->change_arch.title = variable;
127 else if (sscanf (cp, "change_slaying %s", variable))
128 t->change_arch.slaying = variable;
129 else if (sscanf (cp, "chance %d", &value))
130 t->chance = (uint8) value;
131 else if (sscanf (cp, "nrof %d", &value))
132 t->nrof = (uint16) value;
133 else if (sscanf (cp, "magic %d", &value))
134 t->magic = (uint8) value;
135 else if (!strcmp (cp, "yes"))
136 t->next_yes = load_treasure (fp, line);
137 else if (!strcmp (cp, "no"))
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 { 154 {
143 t->next = load_treasure (fp, line); 155 f.parse_warn ("treasure references unknown archetype");
156 t->item = archetype::empty;
157 }
158
159 break;
160
161 case KW_list: f.get (t->name); break;
162 case KW_change_name: f.get (t->change_arch.name); break;
163 case KW_change_title: f.get (t->change_arch.title); break;
164 case KW_change_slaying: f.get (t->change_arch.slaying); break;
165 case KW_chance: f.get (t->chance); break;
166 case KW_nrof: f.get (t->nrof); break;
167 case KW_magic: f.get (t->magic); break;
168
169 case KW_yes: t->next_yes = read_treasure (f); continue;
170 case KW_no: t->next_no = read_treasure (f); continue;
171
172 case KW_end:
173 f.next ();
144 return t; 174 return t;
175
176 case KW_more:
177 t->next = read_treasure (f);
178 return t;
179
180 default:
181 if (!f.parse_error ("treasurelist", t->name))
182 goto error;
183
184 return t;
145 } 185 }
146 else 186
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 187 f.next ();
148 } 188 }
149 LOG (llevError, "treasure lacks 'end'.\n"); 189
190 // not reached
191
192error:
193 delete t;
150 return t; 194 return 0;
151} 195}
152 196
153#ifdef TREASURE_DEBUG
154
155/* recursived checks the linked list. Treasurelist is passed only
156 * so that the treasure name can be printed out
157 */
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next)
169 check_treasurelist (t->next, tl);
170 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl);
172 if (t->next_no)
173 check_treasurelist (t->next_no, tl);
174}
175#endif
176
177/* 197/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 198 * Each treasure is parsed with the help of load_treasure().
180 */ 199 */
181 200treasurelist *
182void 201treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 202{
185 FILE *fp; 203 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t;
189 int comp, line = 0;
190 204
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 205 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 206 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 207 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 208 tl->items = read_treasure (f);
209 if (!tl->items)
195 return; 210 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 211
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 {
205 treasurelist *tl = get_empty_treasurelist ();
206
207 tl->name = name;
208 if (previous == NULL)
209 first_treasurelist = tl;
210 else
211 previous->next = tl;
212 previous = tl;
213 tl->items = load_treasure (fp, &line);
214
215 /* This is a one of the many items on the list should be generated. 212 /* This is a one of the many items on the list should be generated.
216 * Add up the chance total, and check to make sure the yes & no 213 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 214 * fields of the treasures are not being used.
218 */ 215 */
219 if (!strncmp (buf, "treasureone", 11)) 216 if (one)
217 {
218 for (treasure *t = tl->items; t; t = t->next)
219 {
220 if (t->next_yes || t->next_no)
220 { 221 {
221 for (t = tl->items; t != NULL; t = t->next)
222 {
223#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no)
225 {
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 222 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n"); 223 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 224 }
233 }
234 else
235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 }
237 close_and_delete (fp, comp);
238 225
239#ifdef TREASURE_DEBUG 226 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 227 }
241 * verify that list transitions work (ie, the list that it is supposed 228 }
242 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element.
244 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246 check_treasurelist (previous->items, previous);
247#endif
248}
249 229
250/*
251 * Searches for the given treasurelist in the globally linked list
252 * of treasurelists which has been built by load_treasures().
253 */
254
255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
259
260 if (!name_)
261 return 0;
262
263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name)
265 return tl;
266
267 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
270 return 0; 230 return tl;
271} 231}
272
273 232
274/* 233/*
275 * Generates the objects specified by the given treasure. 234 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 235 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 236 * If there is a certain percental chance for a treasure to be generated,
280 * being generated. 239 * being generated.
281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 240 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
282 * abilities. This is used by summon spells, thus no summoned monsters 241 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 242 * start with equipment, but only their abilities).
284 */ 243 */
285
286
287static void 244static void
288put_treasure (object *op, object *creator, int flags) 245put_treasure (object *op, object *creator, int flags)
289{ 246{
290 object *tmp; 247 if (flags & GT_ENVIRONMENT)
291 248 {
292 /* Bit of a hack - spells should never be put onto the map. The entire 249 /* Bit of a hack - spells should never be put onto the map. The entire
293 * treasure stuff is a problem - there is no clear idea of knowing 250 * treasure stuff is a problem - there is no clear idea of knowing
294 * this is the original object, or if this is an object that should be created 251 * this is the original object, or if this is an object that should be created
295 * by another object. 252 * by another object.
296 */ 253 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 254 //TODO: flag such as objects... as such (no drop, anybody?)
298 { 255 if (op->type == SPELL)
299 op->x = creator->x; 256 {
300 op->y = creator->y; 257 op->destroy ();
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 258 return;
259 }
260
261 op->expand_tail ();
262
263 if (!creator->is_on_map ()
264 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
265 op->destroy ();
266 else
267 {
268 op->flag [FLAG_OBJ_ORIGINAL] = true;
302 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 269 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
270 }
303 } 271 }
304 else 272 else
305 { 273 {
306 op = insert_ob_in_ob (op, creator); 274 op = creator->insert (op);
275
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 276 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
308 monster_check_apply (creator, op); 277 monster_check_apply (creator, op);
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
310 esrv_send_item (tmp, op);
311 } 278 }
312} 279}
313 280
314/* if there are change_xxx commands in the treasure, we include the changes 281/* if there are change_xxx commands in the treasure, we include the changes
315 * in the generated object 282 * in the generated object
329 296
330 if (t->change_arch.slaying) 297 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 298 op->slaying = t->change_arch.slaying;
332} 299}
333 300
334void 301static void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 302create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 303{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 304 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 305 {
341 if (t->name) 306 if (t->name)
342 { 307 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 308 if (difficulty >= t->magic)
309 if (treasurelist *tl = treasurelist::find (t->name))
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 310 create_treasure (tl, op, flag, difficulty, tries);
311 else
312 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
345 } 313 }
346 else 314 else
347 { 315 {
348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 316 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 317 {
350 tmp = arch_to_object (t->item); 318 object *tmp = t->item->instance ();
319
351 if (t->nrof && tmp->nrof <= 1) 320 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 321 tmp->nrof = rndm (t->nrof) + 1;
322
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 323 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 324 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 325 put_treasure (tmp, op, flag);
356 } 326 }
357 } 327 }
358 328
359 if (t->next_yes != NULL) 329 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 330 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 331 }
362 else if (t->next_no != NULL) 332 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 333 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 334
365 if (t->next != NULL) 335 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 336 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 337}
368 338
369void 339static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 340create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 341{
372 int value = RANDOM () % tl->total_chance; 342 int value = rndm (tl->total_chance);
373 treasure *t; 343 treasure *t;
374 344
375 if (tries++ > 100) 345 if (tries++ > 100)
376 { 346 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 347 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 348 return;
379 } 349 }
380 350
381 for (t = tl->items; t != NULL; t = t->next) 351 for (t = tl->items; t; t = t->next)
382 { 352 {
383 value -= t->chance; 353 value -= t->chance;
384 354
385 if (value < 0) 355 if (value < 0)
386 break; 356 break;
387 } 357 }
388 358
389 if (!t || value >= 0) 359 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 360 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 361
396 if (t->name) 362 if (t->name)
397 { 363 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 364 if (difficulty >= t->magic)
365 {
366 treasurelist *tl = treasurelist::find (t->name);
367 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 368 create_treasure (tl, op, flag, difficulty, tries);
369 }
403 else if (t->nrof) 370 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 371 create_one_treasure (tl, op, flag, difficulty, tries);
405
406 return;
407 } 372 }
408
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 373 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
410 { 374 {
411 object *tmp = arch_to_object (t->item); 375 if (object *tmp = t->item->instance ())
412 376 {
413 if (!tmp)
414 return;
415
416 if (t->nrof && tmp->nrof <= 1) 377 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 378 tmp->nrof = rndm (t->nrof) + 1;
418 379
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 380 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 381 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 382 put_treasure (tmp, op, flag);
383 }
422 } 384 }
385}
386
387void
388object::create_treasure (treasurelist *tl, int flags)
389{
390 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
423} 391}
424 392
425/* This calls the appropriate treasure creation function. tries is passed 393/* This calls the appropriate treasure creation function. tries is passed
426 * to determine how many list transitions or attempts to create treasure 394 * to determine how many list transitions or attempts to create treasure
427 * have been made. It is really in place to prevent infinite loops with 395 * have been made. It is really in place to prevent infinite loops with
428 * list transitions, or so that excessively good treasure will not be 396 * list transitions, or so that excessively good treasure will not be
429 * created on weak maps, because it will exceed the number of allowed tries 397 * created on weak maps, because it will exceed the number of allowed tries
430 * to do that. 398 * to do that.
431 */ 399 */
432void 400void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 401create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 402{
403 // empty treasurelists are legal
404 if (!tl->items)
405 return;
435 406
436 if (tries++ > 100) 407 if (tries++ > 100)
437 { 408 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 409 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 410 return;
440 } 411 }
412
413 if (op->flag [FLAG_TREASURE_ENV])
414 {
415 // do not generate items when there already is something above the object
416 if (op->flag [FLAG_IS_FLOOR] && op->above)
417 return;
418
419 flag |= GT_ENVIRONMENT;
420 }
421
441 if (t->total_chance) 422 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 423 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 424 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 425 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 426}
446 427
447/* This is similar to the old generate treasure function. However, 428/* This is similar to the old generate treasure function. However,
448 * it instead takes a treasurelist. It is really just a wrapper around 429 * it instead takes a treasurelist. It is really just a wrapper around
449 * create_treasure. We create a dummy object that the treasure gets 430 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 431 * inserted into, and then return that treausre
451 */ 432 */
452object * 433object *
453generate_treasure (treasurelist *t, int difficulty) 434generate_treasure (treasurelist *tl, int difficulty)
454{ 435{
455 difficulty = clamp (difficulty, 1, settings.max_level); 436 difficulty = clamp (difficulty, 1, settings.max_level);
456 437
457 object *ob = object::create (), *tmp; 438 object *ob = object::create ();
458 439
459 create_treasure (t, ob, 0, difficulty, 0); 440 create_treasure (tl, ob, 0, difficulty, 0);
460 441
461 /* Don't want to free the object we are about to return */ 442 /* Don't want to free the object we are about to return */
462 tmp = ob->inv; 443 object *tmp = ob->inv;
463 if (tmp != NULL) 444 if (tmp)
464 tmp->remove (); 445 tmp->remove ();
465 446
466 if (ob->inv) 447 if (ob->inv)
467 LOG (llevError, "In generate treasure, created multiple objects.\n"); 448 LOG (llevError, "In generate treasure, created multiple objects.\n");
468 449
469 ob->destroy (); 450 ob->destroy ();
451
470 return tmp; 452 return tmp;
471} 453}
472 454
473/* 455/*
474 * This is a new way of calculating the chance for an item to have 456 * This is a new way of calculating the chance for an item to have
476 * The array has two arguments, the difficulty of the level, and the 458 * The array has two arguments, the difficulty of the level, and the
477 * magical bonus "wanted". 459 * magical bonus "wanted".
478 */ 460 */
479 461
480static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 462static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
481
482/*chance of magic difficulty*/ 463// chance of magic difficulty
483
484/* +0 +1 +2 +3 +4 */ 464// +0 +1 +2 +3 +4
485 {95, 2, 2, 1, 0}, /*1 */ 465 {95, 2, 2, 1, 0}, // 1
486 {92, 5, 2, 1, 0}, /*2 */ 466 {92, 5, 2, 1, 0}, // 2
487 {85, 10, 4, 1, 0}, /*3 */ 467 {85, 10, 4, 1, 0}, // 3
488 {80, 14, 4, 2, 0}, /*4 */ 468 {80, 14, 4, 2, 0}, // 4
489 {75, 17, 5, 2, 1}, /*5 */ 469 {75, 17, 5, 2, 1}, // 5
490 {70, 18, 8, 3, 1}, /*6 */ 470 {70, 18, 8, 3, 1}, // 6
491 {65, 21, 10, 3, 1}, /*7 */ 471 {65, 21, 10, 3, 1}, // 7
492 {60, 22, 12, 4, 2}, /*8 */ 472 {60, 22, 12, 4, 2}, // 8
493 {55, 25, 14, 4, 2}, /*9 */ 473 {55, 25, 14, 4, 2}, // 9
494 {50, 27, 16, 5, 2}, /*10 */ 474 {50, 27, 16, 5, 2}, // 10
495 {45, 28, 18, 6, 3}, /*11 */ 475 {45, 28, 18, 6, 3}, // 11
496 {42, 28, 20, 7, 3}, /*12 */ 476 {42, 28, 20, 7, 3}, // 12
497 {40, 27, 21, 8, 4}, /*13 */ 477 {40, 27, 21, 8, 4}, // 13
498 {38, 25, 22, 10, 5}, /*14 */ 478 {38, 25, 22, 10, 5}, // 14
499 {36, 23, 23, 12, 6}, /*15 */ 479 {36, 23, 23, 12, 6}, // 15
500 {33, 21, 24, 14, 8}, /*16 */ 480 {33, 21, 24, 14, 8}, // 16
501 {31, 19, 25, 16, 9}, /*17 */ 481 {31, 19, 25, 16, 9}, // 17
502 {27, 15, 30, 18, 10}, /*18 */ 482 {27, 15, 30, 18, 10}, // 18
503 {20, 12, 30, 25, 13}, /*19 */ 483 {20, 12, 30, 25, 13}, // 19
504 {15, 10, 28, 30, 17}, /*20 */ 484 {15, 10, 28, 30, 17}, // 20
505 {13, 9, 27, 28, 23}, /*21 */ 485 {13, 9, 27, 28, 23}, // 21
506 {10, 8, 25, 28, 29}, /*22 */ 486 {10, 8, 25, 28, 29}, // 22
507 {8, 7, 23, 26, 36}, /*23 */ 487 { 8, 7, 23, 26, 36}, // 23
508 {6, 6, 20, 22, 46}, /*24 */ 488 { 6, 6, 20, 22, 46}, // 24
509 {4, 5, 17, 18, 56}, /*25 */ 489 { 4, 5, 17, 18, 56}, // 25
510 {2, 4, 12, 14, 68}, /*26 */ 490 { 2, 4, 12, 14, 68}, // 26
511 {0, 3, 7, 10, 80}, /*27 */ 491 { 0, 3, 7, 10, 80}, // 27
512 {0, 0, 3, 7, 90}, /*28 */ 492 { 0, 0, 3, 7, 90}, // 28
513 {0, 0, 0, 3, 97}, /*29 */ 493 { 0, 0, 0, 3, 97}, // 29
514 {0, 0, 0, 0, 100}, /*30 */ 494 { 0, 0, 0, 0, 100}, // 30
515 {0, 0, 0, 0, 100}, /*31 */ 495 { 0, 0, 0, 0, 100}, // 31
516}; 496};
517 497
518
519/* calculate the appropriate level for wands staves and scrolls. 498/* calculate the appropriate level for wands staves and scrolls.
520 * This code presumes that op has had its spell object created (in op->inv) 499 * This code presumes that op has had its spell object created (in op->inv)
521 * 500 *
522 * elmex Wed Aug 9 17:44:59 CEST 2006: 501 * elmex Wed Aug 9 17:44:59 CEST 2006:
523 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 502 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
524 */ 503 */
525 504static int
526int
527level_for_item (const object *op, int difficulty) 505level_for_item (const object *op, int difficulty)
528{ 506{
529 int olevel = 0;
530
531 if (!op->inv) 507 if (!op->inv)
532 { 508 {
533 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 509 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
534 return 0; 510 return 0;
535 } 511 }
536 512
537 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 513 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
538 514
539 if (olevel <= 0) 515 if (olevel <= 0)
540 olevel = rndm (1, MIN (op->inv->level, 1)); 516 olevel = rndm (1, op->inv->level);
541 517
542 if (olevel > MAXLEVEL) 518 return min (olevel, MAXLEVEL_TREASURE);
543 olevel = MAXLEVEL;
544
545 return olevel;
546} 519}
547 520
548/* 521/*
549 * Based upon the specified difficulty and upon the difftomagic_list array, 522 * Based upon the specified difficulty and upon the difftomagic_list array,
550 * a random magical bonus is returned. This is used when determine 523 * a random magical bonus is returned. This is used when determine
553 * elmex Thu Aug 10 18:45:44 CEST 2006: 526 * elmex Thu Aug 10 18:45:44 CEST 2006:
554 * Scaling difficulty by max_level, as difficulty is a level and not some 527 * Scaling difficulty by max_level, as difficulty is a level and not some
555 * weird integer between 1-31. 528 * weird integer between 1-31.
556 * 529 *
557 */ 530 */
558 531static int
559int
560magic_from_difficulty (int difficulty) 532magic_from_difficulty (int difficulty)
561{ 533{
562 int percent = 0, magic = 0;
563 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 534 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
535 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
564 536
565 scaled_diff--; 537 int percent = rndm (100);
538 int magic;
566 539
567 if (scaled_diff < 0)
568 scaled_diff = 0;
569
570 if (scaled_diff >= DIFFLEVELS)
571 scaled_diff = DIFFLEVELS - 1;
572
573 percent = RANDOM () % 100;
574
575 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 540 for (magic = 0; magic <= MAXMAGIC; magic++)
576 { 541 {
577 percent -= difftomagic_list[scaled_diff][magic]; 542 percent -= difftomagic_list[scaled_diff][magic];
578 543
579 if (percent < 0) 544 if (percent < 0)
580 break; 545 break;
581 } 546 }
582 547
583 if (magic == (MAXMAGIC + 1)) 548 if (magic > MAXMAGIC)
584 { 549 {
585 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
586 magic = 0; 551 magic = 0;
587 } 552 }
588 553
589 magic = (RANDOM () % 3) ? magic : -magic; 554 magic = (rndm (3)) ? magic : -magic;
590 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 555 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
591 556
592 return magic; 557 return magic;
593} 558}
594 559
596 * Sets magical bonus in an object, and recalculates the effect on 561 * Sets magical bonus in an object, and recalculates the effect on
597 * the armour variable, and the effect on speed of armour. 562 * the armour variable, and the effect on speed of armour.
598 * This function doesn't work properly, should add use of archetypes 563 * This function doesn't work properly, should add use of archetypes
599 * to make it truly absolute. 564 * to make it truly absolute.
600 */ 565 */
601
602void 566void
603set_abs_magic (object *op, int magic) 567set_abs_magic (object *op, int magic)
604{ 568{
605 if (!magic) 569 if (!magic)
606 return; 570 return;
607 571
608 op->magic = magic; 572 op->magic = magic;
609 if (op->arch) 573 if (op->arch)
610 { 574 {
611 if (op->type == ARMOUR) 575 if (op->type == ARMOUR)
612 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
613 577
614 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 578 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
615 magic = (-magic); 579 magic = (-magic);
580
616 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 581 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
617 } 582 }
618 else 583 else
619 { 584 {
620 if (op->type == ARMOUR) 585 if (op->type == ARMOUR)
621 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
587
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 588 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 589 magic = (-magic);
590
624 op->weight = (op->weight * (100 - magic * 10)) / 100; 591 op->weight = (op->weight * (100 - magic * 10)) / 100;
625 } 592 }
626} 593}
627 594
628/* 595/*
631 */ 598 */
632 599
633static void 600static void
634set_magic (int difficulty, object *op, int max_magic, int flags) 601set_magic (int difficulty, object *op, int max_magic, int flags)
635{ 602{
636 int i;
637
638 i = magic_from_difficulty (difficulty); 603 int i = magic_from_difficulty (difficulty);
604
639 if ((flags & GT_ONLY_GOOD) && i < 0) 605 if ((flags & GT_ONLY_GOOD) && i < 0)
640 i = -i; 606 i = -i;
607
641 if (i > max_magic) 608 i = min (i, max_magic);
642 i = max_magic; 609
643 set_abs_magic (op, i); 610 set_abs_magic (op, i);
644 if (i < 0) 611 if (i < 0)
645 SET_FLAG (op, FLAG_CURSED); 612 op->set_flag (FLAG_CURSED);
646} 613}
647 614
648/* 615/*
649 * Randomly adds one magical ability to the given object. 616 * Randomly adds one magical ability to the given object.
650 * Modified for Partial Resistance in many ways: 617 * Modified for Partial Resistance in many ways:
651 * 1) Since rings can have multiple bonuses, if the same bonus 618 * 1) Since rings can have multiple bonuses, if the same bonus
652 * is rolled again, increase it - the bonuses now stack with 619 * is rolled again, increase it - the bonuses now stack with
653 * other bonuses previously rolled and ones the item might natively have. 620 * other bonuses previously rolled and ones the item might natively have.
654 * 2) Add code to deal with new PR method. 621 * 2) Add code to deal with new PR method.
655 */ 622 */
656 623static void
657void
658set_ring_bonus (object *op, int bonus) 624set_ring_bonus (object *op, int bonus)
659{ 625{
660
661 int r = RANDOM () % (bonus > 0 ? 25 : 11); 626 int r = rndm (bonus > 0 ? 25 : 11);
662 627
663 if (op->type == AMULET) 628 if (op->type == AMULET)
664 { 629 if (!rndm (21))
665 if (!(RANDOM () % 21)) 630 r = 20 + rndm (2);
666 r = 20 + RANDOM () % 2; 631 else if (rndm (2))
632 r = 10;
667 else 633 else
668 { 634 r = 11 + rndm (9);
669 if (RANDOM () & 2)
670 r = 10;
671 else
672 r = 11 + RANDOM () % 9;
673 }
674 }
675 635
676 switch (r) 636 switch (r)
677 { 637 {
678 /* Redone by MSW 2000-11-26 to have much less code. Also, 638 /* Redone by MSW 2000-11-26 to have much less code. Also,
679 * bonuses and penalties will stack and add to existing values. 639 * bonuses and penalties will stack and add to existing values.
680 * of the item. 640 * of the item.
681 */ 641 */
682 case 0: 642 case 0:
683 case 1: 643 case 1:
684 case 2: 644 case 2:
685 case 3: 645 case 3:
686 case 4: 646 case 4:
687 case 5: 647 case 5:
688 case 6: 648 case 6:
689 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 649 op->stats.stat (r) += bonus;
690 break; 650 break;
691 651
692 case 7: 652 case 7:
693 op->stats.dam += bonus; 653 op->stats.dam += bonus;
694 break; 654 break;
714 case 16: 674 case 16:
715 case 17: 675 case 17:
716 case 18: 676 case 18:
717 case 19: 677 case 19:
718 { 678 {
719 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 679 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
720 680
721 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 681 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
722 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 682 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
723 683
724 /* Cursed items need to have higher negative values to equal out with 684 /* Cursed items need to have higher negative values to equal out with
725 * positive values for how protections work out. Put another 685 * positive values for how protections work out. Put another
726 * little random element in since that they don't always end up with 686 * little random element in since that they don't always end up with
727 * even values. 687 * even values.
728 */ 688 */
729 if (bonus < 0) 689 if (bonus < 0)
730 val = 2 * -val - RANDOM () % b; 690 val = 2 * -val - rndm (b);
731 if (val > 35) 691
732 val = 35; /* Upper limit */ 692 val = min (35, val); /* Upper limit */
693
733 b = 0; 694 b = 0;
695
734 while (op->resist[resist_table[resist]] != 0 && b < 4) 696 while (op->resist[resist_table[resist]] != 0 && b < 4)
735 {
736 resist = RANDOM () % num_resist_table; 697 resist = rndm (num_resist_table);
737 } 698
738 if (b == 4) 699 if (b == 4)
739 return; /* Not able to find a free resistance */ 700 return; /* Not able to find a free resistance */
701
740 op->resist[resist_table[resist]] = val; 702 op->resist[resist_table[resist]] = val;
741 /* We should probably do something more clever here to adjust value 703 /* We should probably do something more clever here to adjust value
742 * based on how good a resistance we gave. 704 * based on how good a resistance we gave.
743 */ 705 */
744 break; 706 break;
745 } 707 }
746 case 20: 708 case 20:
747 if (op->type == AMULET) 709 if (op->type == AMULET)
748 { 710 {
749 SET_FLAG (op, FLAG_REFL_SPELL); 711 op->set_flag (FLAG_REFL_SPELL);
750 op->value *= 11; 712 op->value *= 11;
751 } 713 }
752 else 714 else
753 { 715 {
754 op->stats.hp = 1; /* regenerate hit points */ 716 op->stats.hp = 1; /* regenerate hit points */
757 break; 719 break;
758 720
759 case 21: 721 case 21:
760 if (op->type == AMULET) 722 if (op->type == AMULET)
761 { 723 {
762 SET_FLAG (op, FLAG_REFL_MISSILE); 724 op->set_flag (FLAG_REFL_MISSILE);
763 op->value *= 9; 725 op->value *= 9;
764 } 726 }
765 else 727 else
766 { 728 {
767 op->stats.sp = 1; /* regenerate spell points */ 729 op->stats.sp = 1; /* regenerate spell points */
769 } 731 }
770 break; 732 break;
771 733
772 case 22: 734 case 22:
773 op->stats.exp += bonus; /* Speed! */ 735 op->stats.exp += bonus; /* Speed! */
774 op->value = (op->value * 2) / 3; 736 op->value = op->value * 2 / 3;
775 break; 737 break;
776 } 738 }
739
777 if (bonus > 0) 740 if (bonus > 0)
778 op->value *= 2 * bonus; 741 op->value = 2 * op->value * bonus;
779 else 742 else
780 op->value = -(op->value * 2 * bonus) / 3; 743 op->value = -2 * op->value * bonus / 3;
781} 744}
782 745
783/* 746/*
784 * get_magic(diff) will return a random number between 0 and 4. 747 * get_magic(diff) will return a random number between 0 and 4.
785 * diff can be any value above 2. The higher the diff-variable, the 748 * diff can be any value above 2. The higher the diff-variable, the
786 * higher is the chance of returning a low number. 749 * higher is the chance of returning a low number.
787 * It is only used in fix_generated_treasure() to set bonuses on 750 * It is only used in fix_generated_treasure() to set bonuses on
788 * rings and amulets. 751 * rings and amulets.
789 * Another scheme is used to calculate the magic of weapons and armours. 752 * Another scheme is used to calculate the magic of weapons and armours.
790 */ 753 */
791 754static int
792int
793get_magic (int diff) 755get_magic (int diff)
794{ 756{
795 int i; 757 diff = min (3, diff);
796 758
797 if (diff < 3)
798 diff = 3;
799 for (i = 0; i < 4; i++) 759 for (int i = 0; i < 4; i++)
800 if (RANDOM () % diff) 760 if (rndm (diff))
801 return i; 761 return i;
762
802 return 4; 763 return 4;
803} 764}
804 765
766/* special_potion() - so that old potion code is still done right. */
767static int
768special_potion (object *op)
769{
770 if (op->attacktype)
771 return 1;
772
773 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
774 return 1;
775
776 for (int i = 0; i < NROFATTACKS; i++)
777 if (op->resist[i])
778 return 1;
779
780 return 0;
781}
782
783static double
784value_factor_from_spell_item (object *spell, object *item)
785{
786 double factor =
787 pow ((spell->value > 0 ? spell->value : 1)
788 * spell->level, 1.5);
789
790 if (item) // this if for: wands/staffs/rods:
791 {
792 /* Old crossfire comment ahead:
793 * Add 50 to both level an divisor to keep prices a little more
794 * reasonable. Otherwise, a high level version of a low level
795 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
796 * 10 time multiplier). This way, the value are a bit more reasonable.
797 */
798
799 factor *= item->level + 50;
800 factor /= item->inv->level + 50;
801 }
802
803 return factor;
804}
805
805#define DICE2 (get_magic(2)==2?2:1) 806#define DICE2 (get_magic(2) == 2 ? 2 : 1)
806#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 807#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
807 808
808/* 809/*
809 * fix_generated_item(): This is called after an item is generated, in 810 * fix_generated_item(): This is called after an item is generated, in
810 * order to set it up right. This produced magical bonuses, puts spells 811 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 812 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812 */ 813 */
813 814
814/* 4/28/96 added creator object from which op may now inherit properties based on 815/* 4/28/96 added creator object from which op may now inherit properties based on
815 * op->type. Right now, which stuff the creator passes on is object type 816 * op->type. Right now, which stuff the creator passes on is object type
816 * dependant. I know this is a spagetti manuever, but is there a cleaner 817 * dependant. I know this is a spagetti manuever, but is there a cleaner
817 * way to do this? b.t. */ 818 * way to do this? b.t. */
818 819
819/* 820/*
820 * ! (flags & GT_ENVIRONMENT): 821 * ! (flags & GT_ENVIRONMENT):
821 * Automatically calls fix_flesh_item(). 822 * Automatically calls fix_flesh_item().
825 * value. 826 * value.
826 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 827 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
827 * a working object - don't change magic, value, etc, but set it material 828 * a working object - don't change magic, value, etc, but set it material
828 * type as appropriate, for objects that need spell objects, set those, etc 829 * type as appropriate, for objects that need spell objects, set those, etc
829 */ 830 */
830
831void 831void
832fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 832fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
833{ 833{
834 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 834 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
835 835
840 save_item_power = op->item_power; 840 save_item_power = op->item_power;
841 op->item_power = 0; 841 op->item_power = 0;
842 842
843 if (op->randomitems && op->type != SPELL) 843 if (op->randomitems && op->type != SPELL)
844 { 844 {
845 create_treasure (op->randomitems, op, flags, difficulty, 0); 845 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
846 if (!op->inv)
847 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
848
849 /* So the treasure doesn't get created again */ 846 /* So the treasure doesn't get created again */
850 op->randomitems = NULL; 847 op->randomitems = 0;
851 } 848 }
852 849
853 if (difficulty < 1) 850 max_it (difficulty, 1);
854 difficulty = 1;
855 851
856 if (INVOKE_OBJECT (ADD_BONUS, op, 852 if (INVOKE_OBJECT (ADD_BONUS, op,
857 ARG_OBJECT (creator != op ? creator : 0), 853 ARG_OBJECT (creator != op ? creator : 0),
858 ARG_INT (difficulty), ARG_INT (max_magic), 854 ARG_INT (difficulty), ARG_INT (max_magic),
859 ARG_INT (flags))) 855 ARG_INT (flags)))
860 return; 856 return;
861 857
862 if (!(flags & GT_MINIMAL)) 858 if (!(flags & GT_MINIMAL))
863 { 859 {
864 if (op->arch == crown_arch) 860 if (IS_ARCH (op->arch, crown))
865 { 861 {
866 set_magic (difficulty, op, max_magic, flags); 862 set_magic (difficulty, op, max_magic, flags);
867 num_enchantments = calc_item_power (op, 1); 863 num_enchantments = calc_item_power (op, 1);
868 generate_artifact (op, difficulty); 864 generate_artifact (op, difficulty);
869 } 865 }
872 if (!op->magic && max_magic) 868 if (!op->magic && max_magic)
873 set_magic (difficulty, op, max_magic, flags); 869 set_magic (difficulty, op, max_magic, flags);
874 870
875 num_enchantments = calc_item_power (op, 1); 871 num_enchantments = calc_item_power (op, 1);
876 872
877 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 873 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
878 * used for shop_floors or treasures */ 874 || op->type == HORN
875 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
879 generate_artifact (op, difficulty); 876 generate_artifact (op, difficulty);
880 } 877 }
881 878
882 /* Object was made an artifact. Calculate its item_power rating. 879 /* Object was made an artifact. Calculate its item_power rating.
883 * the item_power in the object is what the artfiact adds. 880 * the item_power in the object is what the artfiact adds.
917 * again below */ 914 * again below */
918 } 915 }
919 } 916 }
920 917
921 /* materialtype modifications. Note we allow this on artifacts. */ 918 /* materialtype modifications. Note we allow this on artifacts. */
922 set_materialname (op, difficulty, NULL); 919 select_material (op, difficulty);
923 920
924 if (flags & GT_MINIMAL) 921 if (flags & GT_MINIMAL)
925 { 922 {
926 if (op->type == POTION) 923 if (op->type == POTION)
927 /* Handle healing and magic power potions */ 924 /* Handle healing and magic power potions */
928 if (op->stats.sp && !op->randomitems) 925 if (op->stats.sp && !op->randomitems)
929 { 926 {
930 object *tmp;
931
932 tmp = get_archetype (spell_mapping[op->stats.sp]); 927 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
933 insert_ob_in_ob (tmp, op); 928 insert_ob_in_ob (tmp, op);
934 op->stats.sp = 0; 929 op->stats.sp = 0;
935 } 930 }
936 } 931 }
937 else if (!op->title) /* Only modify object if not special */ 932 else if (!op->title) /* Only modify object if not special */
940 case WEAPON: 935 case WEAPON:
941 case ARMOUR: 936 case ARMOUR:
942 case SHIELD: 937 case SHIELD:
943 case HELMET: 938 case HELMET:
944 case CLOAK: 939 case CLOAK:
945 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 940 if (op->flag [FLAG_CURSED] && !(rndm (4)))
946 set_ring_bonus (op, -DICE2); 941 set_ring_bonus (op, -DICE2);
947 break; 942 break;
948 943
949 case BRACERS: 944 case BRACERS:
950 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 945 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
951 { 946 {
952 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 947 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
953 if (!QUERY_FLAG (op, FLAG_CURSED)) 948 if (!op->flag [FLAG_CURSED])
954 op->value *= 3; 949 op->value *= 3;
955 } 950 }
956 break; 951 break;
957 952
958 case POTION: 953 case POTION:
959 { 954 {
960 int too_many_tries = 0, is_special = 0; 955 int too_many_tries = 0;
961 956
962 /* Handle healing and magic power potions */ 957 /* Handle healing and magic power potions */
963 if (op->stats.sp && !op->randomitems) 958 if (op->stats.sp && !op->randomitems)
964 { 959 {
965 object *tmp;
966
967 tmp = get_archetype (spell_mapping[op->stats.sp]); 960 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
968 insert_ob_in_ob (tmp, op); 961 insert_ob_in_ob (tmp, op);
969 op->stats.sp = 0; 962 op->stats.sp = 0;
970 } 963 }
971 964
972 while (!(is_special = special_potion (op)) && !op->inv) 965 while (!special_potion (op) && !op->inv)
973 { 966 {
974 generate_artifact (op, difficulty); 967 generate_artifact (op, difficulty);
975 if (too_many_tries++ > 10) 968 if (too_many_tries++ > 10)
976 break; 969 break;
977 } 970 }
980 * since the value set on those is already correct. 973 * since the value set on those is already correct.
981 */ 974 */
982 if (op->inv && op->randomitems) 975 if (op->inv && op->randomitems)
983 { 976 {
984 /* value multiplier is same as for scrolls */ 977 /* value multiplier is same as for scrolls */
985 op->value = (op->value * op->inv->value); 978 op->value *= op->inv->value;
986 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 979 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
987 } 980 }
988 else 981 else
989 { 982 {
990 op->name = "potion"; 983 op->name = shstr_potion;
991 op->name_pl = "potions"; 984 op->name_pl = shstr_potions;
992 } 985 }
993 986
994 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 987 if (!(flags & GT_ONLY_GOOD) && rndm (2))
995 SET_FLAG (op, FLAG_CURSED); 988 op->set_flag (FLAG_CURSED);
989
996 break; 990 break;
997 } 991 }
998 992
999 case AMULET: 993 case AMULET:
1000 if (op->arch == amulet_arch) 994 if (IS_ARCH (op->arch, amulet))
1001 op->value *= 5; /* Since it's not just decoration */ 995 op->value *= 5; /* Since it's not just decoration */
1002 996
1003 case RING: 997 case RING:
1004 if (op->arch == NULL)
1005 {
1006 op->destroy ();
1007 op = 0;
1008 break;
1009 }
1010
1011 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 998 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1012 break; 999 break;
1013 1000
1014 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1001 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1015 SET_FLAG (op, FLAG_CURSED); 1002 op->set_flag (FLAG_CURSED);
1016 1003
1017 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1004 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1018 1005
1019 if (op->type != RING) /* Amulets have only one ability */ 1006 if (op->type != RING) /* Amulets have only one ability */
1020 break; 1007 break;
1021 1008
1022 if (!(RANDOM () % 4)) 1009 if (!rndm (4))
1023 { 1010 {
1024 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1011 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1025 1012
1026 if (d > 0) 1013 if (d > 0)
1027 op->value *= 3; 1014 op->value *= 3;
1028 1015
1029 set_ring_bonus (op, d); 1016 set_ring_bonus (op, d);
1030 1017
1031 if (!(RANDOM () % 4)) 1018 if (!rndm (4))
1032 { 1019 {
1033 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1020 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1034 1021
1035 if (d > 0) 1022 if (d > 0)
1036 op->value *= 5; 1023 op->value *= 5;
1024
1037 set_ring_bonus (op, d); 1025 set_ring_bonus (op, d);
1038 } 1026 }
1039 } 1027 }
1040 1028
1041 if (GET_ANIM_ID (op)) 1029 if (op->animation_id)
1042 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1030 op->set_anim_frame (rndm (op->anim_frames ()));
1043 1031
1044 break; 1032 break;
1045 1033
1046 case BOOK: 1034 case BOOK:
1047 /* Is it an empty book?, if yes lets make a special· 1035 /* Is it an empty book?, if yes lets make a special·
1048 * msg for it, and tailor its properties based on the· 1036 * msg for it, and tailor its properties based on the·
1049 * creator and/or map level we found it on. 1037 * creator and/or map level we found it on.
1050 */ 1038 */
1051 if (!op->msg && RANDOM () % 10) 1039 if (!op->msg && rndm (10))
1052 { 1040 {
1053 /* set the book level properly */ 1041 /* set the book level properly */
1054 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1042 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1055 { 1043 {
1056 if (op->map && op->map->difficulty) 1044 if (op->map && op->map->difficulty)
1057 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1045 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1058 else 1046 else
1059 op->level = RANDOM () % 20 + 1; 1047 op->level = rndm (20) + 1;
1060 } 1048 }
1061 else 1049 else
1062 op->level = RANDOM () % creator->level; 1050 op->level = rndm (creator->level);
1063 1051
1064 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1052 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1065 /* books w/ info are worth more! */ 1053 /* books w/ info are worth more! */
1066 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1054 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1067 /* creator related stuff */
1068
1069 /* for library, chained books. Note that some monsters have no_pick
1070 * set - we don't want to set no pick in that case.
1071 */
1072 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1073 SET_FLAG (op, FLAG_NO_PICK);
1074 if (creator->slaying && !op->slaying) /* for check_inv floors */
1075 op->slaying = creator->slaying;
1076 1055
1077 /* add exp so reading it gives xp (once) */ 1056 /* add exp so reading it gives xp (once) */
1078 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1057 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1079 } 1058 }
1059
1060 /* creator related stuff */
1061
1062 /* for library, chained books. Note that some monsters have no_pick
1063 * set - we don't want to set no pick in that case.
1064 */
1065 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1066 op->set_flag (FLAG_NO_PICK);
1067 if (creator->slaying && !op->slaying) /* for check_inv floors */
1068 op->slaying = creator->slaying;
1080 break; 1069 break;
1081 1070
1082 case SPELLBOOK: 1071 case SPELLBOOK:
1083 op->value = op->value * op->inv->value; 1072 op->value *= value_factor_from_spell_item (op->inv, 0);
1073
1084 /* add exp so learning gives xp */ 1074 /* add exp so learning gives xp */
1085 op->level = op->inv->level; 1075 op->level = op->inv->level;
1086 op->stats.exp = op->value; 1076 op->stats.exp = op->value;
1087 break; 1077 break;
1088 1078
1092 * and reset nrof. 1082 * and reset nrof.
1093 */ 1083 */
1094 op->stats.food = op->inv->nrof; 1084 op->stats.food = op->inv->nrof;
1095 op->nrof = 1; 1085 op->nrof = 1;
1096 /* If the spell changes by level, choose a random level 1086 /* If the spell changes by level, choose a random level
1097 * for it, and adjust price. If the spell doesn't 1087 * for it.
1098 * change by level, just set the wand to the level of
1099 * the spell, and value calculation is simpler.
1100 */ 1088 */
1101 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1089 if (op->inv->duration_modifier
1102 { 1090 || op->inv->dam_modifier
1091 || op->inv->range_modifier)
1103 op->level = level_for_item (op, difficulty); 1092 op->level = level_for_item (op, difficulty);
1104 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1105 }
1106 else 1093 else
1107 {
1108 op->level = op->inv->level; 1094 op->level = op->inv->level;
1109 op->value = op->value * op->inv->value; 1095
1110 } 1096 op->value *= value_factor_from_spell_item (op->inv, op);
1111 break; 1097 break;
1112 1098
1113 case ROD: 1099 case ROD:
1114 op->level = level_for_item (op, difficulty); 1100 op->level = level_for_item (op, difficulty);
1115 /* Add 50 to both level an divisor to keep prices a little more 1101 op->value *= value_factor_from_spell_item (op->inv, op);
1116 * reasonable. Otherwise, a high level version of a low level 1102
1117 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1118 * 10 time multiplier). This way, the value are a bit more reasonable.
1119 */
1120 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1121 /* maxhp is used to denote how many 'charges' the rod holds before */ 1103 /* maxhp is used to denote how many 'charges' the rod holds before */
1122 if (op->stats.maxhp) 1104 if (op->stats.maxhp)
1123 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1105 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1124 else 1106 else
1125 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1107 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1126 1108
1127 op->stats.hp = op->stats.maxhp; 1109 op->stats.hp = op->stats.maxhp;
1128 break; 1110 break;
1129 1111
1130 case SCROLL: 1112 case SCROLL:
1131 op->level = level_for_item (op, difficulty); 1113 op->level = level_for_item (op, difficulty);
1132 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1114 op->value *= value_factor_from_spell_item (op->inv, op);
1133 1115
1134 /* add exp so reading them properly gives xp */ 1116 /* add exp so reading them properly gives xp */
1135 op->stats.exp = op->value / 5; 1117 op->stats.exp = op->value / 5;
1136 op->nrof = op->inv->nrof; 1118 op->nrof = op->inv->nrof;
1137 break; 1119 break;
1145 break; 1127 break;
1146 } /* switch type */ 1128 } /* switch type */
1147 1129
1148 if (flags & GT_STARTEQUIP) 1130 if (flags & GT_STARTEQUIP)
1149 { 1131 {
1150 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1132 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1151 SET_FLAG (op, FLAG_STARTEQUIP); 1133 op->set_flag (FLAG_STARTEQUIP);
1152 else if (op->type != MONEY) 1134 else if (op->type != MONEY)
1153 op->value = 0; 1135 op->value = 0;
1154 } 1136 }
1155 1137
1156 if (!(flags & GT_ENVIRONMENT)) 1138 if (!(flags & GT_ENVIRONMENT))
1166 */ 1148 */
1167 1149
1168/* 1150/*
1169 * Allocate and return the pointer to an empty artifactlist structure. 1151 * Allocate and return the pointer to an empty artifactlist structure.
1170 */ 1152 */
1171
1172static artifactlist * 1153static artifactlist *
1173get_empty_artifactlist (void) 1154get_empty_artifactlist ()
1174{ 1155{
1175 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1156 return salloc0<artifactlist> ();
1176
1177 if (tl == NULL)
1178 fatal (OUT_OF_MEMORY);
1179 tl->next = NULL;
1180 tl->items = NULL;
1181 tl->total_chance = 0;
1182 return tl;
1183} 1157}
1184 1158
1185/* 1159/*
1186 * Allocate and return the pointer to an empty artifact structure. 1160 * Allocate and return the pointer to an empty artifact structure.
1187 */ 1161 */
1188
1189static artifact * 1162static artifact *
1190get_empty_artifact (void) 1163get_empty_artifact ()
1191{ 1164{
1192 artifact *t = (artifact *) malloc (sizeof (artifact)); 1165 return salloc0<artifact> ();
1193
1194 if (t == NULL)
1195 fatal (OUT_OF_MEMORY);
1196 t->item = NULL;
1197 t->next = NULL;
1198 t->chance = 0;
1199 t->difficulty = 0;
1200 t->allowed = NULL;
1201 return t;
1202} 1166}
1203 1167
1204/* 1168/*
1205 * Searches the artifact lists and returns one that has the same type 1169 * Searches the artifact lists and returns one that has the same type
1206 * of objects on it. 1170 * of objects on it.
1207 */ 1171 */
1208
1209artifactlist * 1172artifactlist *
1210find_artifactlist (int type) 1173find_artifactlist (int type)
1211{ 1174{
1212 artifactlist *al;
1213
1214 for (al = first_artifactlist; al != NULL; al = al->next) 1175 for (artifactlist *al = first_artifactlist; al; al = al->next)
1215 if (al->type == type) 1176 if (al->type == type)
1216 return al; 1177 return al;
1178
1217 return NULL; 1179 return 0;
1218} 1180}
1219 1181
1220/* 1182/*
1221 * For debugging purposes. Dumps all tables. 1183 * Builds up the lists of artifacts from the file in the libdir.
1222 */ 1184 */
1223
1224void 1185void
1225dump_artifacts (void)
1226{
1227 artifactlist *al;
1228 artifact *art;
1229 linked_char *next;
1230
1231 fprintf (logfile, "\n");
1232 for (al = first_artifactlist; al != NULL; al = al->next)
1233 {
1234 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1235 for (art = al->items; art != NULL; art = art->next)
1236 {
1237 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1238 if (art->allowed != NULL)
1239 {
1240 fprintf (logfile, "\tAllowed combinations:");
1241 for (next = art->allowed; next != NULL; next = next->next)
1242 fprintf (logfile, "%s,", &next->name);
1243 fprintf (logfile, "\n");
1244 }
1245 }
1246 }
1247 fprintf (logfile, "\n");
1248}
1249
1250/*
1251 * For debugging purposes. Dumps all treasures recursively (see below).
1252 */
1253void
1254dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1255{
1256 treasurelist *tl;
1257 int i;
1258
1259 if (depth > 100)
1260 return;
1261 while (t != NULL)
1262 {
1263 if (t->name != NULL)
1264 {
1265 for (i = 0; i < depth; i++)
1266 fprintf (logfile, " ");
1267 fprintf (logfile, "{ (list: %s)\n", &t->name);
1268 tl = find_treasurelist (t->name);
1269 dump_monster_treasure_rec (name, tl->items, depth + 2);
1270 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " ");
1272 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1273 }
1274 else
1275 {
1276 for (i = 0; i < depth; i++)
1277 fprintf (logfile, " ");
1278 if (t->item->clone.type == FLESH)
1279 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1280 else
1281 fprintf (logfile, "%s\n", &t->item->clone.name);
1282 }
1283 if (t->next_yes != NULL)
1284 {
1285 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " ");
1287 fprintf (logfile, " (if yes)\n");
1288 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1289 }
1290 if (t->next_no != NULL)
1291 {
1292 for (i = 0; i < depth; i++)
1293 fprintf (logfile, " ");
1294 fprintf (logfile, " (if no)\n");
1295 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1296 }
1297 t = t->next;
1298 }
1299}
1300
1301/*
1302 * For debugging purposes. Dumps all treasures for a given monster.
1303 * Created originally by Raphael Quinet for debugging the alchemy code.
1304 */
1305
1306void
1307dump_monster_treasure (const char *name)
1308{
1309 archetype *at;
1310 int found;
1311
1312 found = 0;
1313 fprintf (logfile, "\n");
1314 for (at = first_archetype; at != NULL; at = at->next)
1315 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1316 {
1317 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1318 if (at->clone.randomitems != NULL)
1319 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1320 else
1321 fprintf (logfile, "(nothing)\n");
1322 fprintf (logfile, "\n");
1323 found++;
1324 }
1325 if (found == 0)
1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1327}
1328
1329/*
1330 * Builds up the lists of artifacts from the file in the libdir.
1331 */
1332
1333void
1334init_artifacts (void) 1186init_artifacts ()
1335{ 1187{
1336 static int has_been_inited = 0; 1188 static int has_been_inited = 0;
1337 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1338 artifact *art = NULL; 1189 artifact *art = NULL;
1339 linked_char *tmp;
1340 int value;
1341 artifactlist *al; 1190 artifactlist *al;
1342 1191
1343 if (has_been_inited) 1192 if (has_been_inited)
1344 return; 1193 return;
1345 else 1194 else
1346 has_been_inited = 1; 1195 has_been_inited = 1;
1347 1196
1348 sprintf (filename, "%s/artifacts", settings.datadir); 1197 object_thawer f (settings.datadir, "artifacts");
1349 object_thawer thawer (filename);
1350 1198
1351 if (!thawer) 1199 if (!f)
1352 return; 1200 return;
1353 1201
1354 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1202 for (;;)
1355 { 1203 {
1356 if (*buf == '#') 1204 switch (f.kw)
1357 continue;
1358 if ((cp = strchr (buf, '\n')) != NULL)
1359 *cp = '\0';
1360 cp = buf;
1361 while (*cp == ' ') /* Skip blanks */
1362 cp++;
1363 if (*cp == '\0')
1364 continue;
1365
1366 if (!strncmp (cp, "Allowed", 7))
1367 { 1205 {
1206 case KW_allowed:
1368 if (art == NULL) 1207 if (!art)
1208 art = get_empty_artifact ();
1209
1369 { 1210 {
1370 art = get_empty_artifact (); 1211 if (!strcmp (f.get_str (), "all"))
1371 nrofartifacts++; 1212 break;
1213
1214 const char *cp = f.get_str ();
1215 char *next;
1216 do
1217 {
1218 if ((next = (char *)strchr (cp, ',')))
1219 *next++ = '\0';
1220
1221 linked_char *tmp = new linked_char;
1222
1223 tmp->name = cp;
1224 tmp->next = art->allowed;
1225 art->allowed = tmp;
1226 }
1227 while ((cp = next));
1372 } 1228 }
1373 cp = strchr (cp, ' ') + 1; 1229 break;
1374 if (!strcmp (cp, "all")) 1230
1231 case KW_chance:
1232 f.get (art->chance);
1233 break;
1234
1235 case KW_difficulty:
1236 f.get (art->difficulty);
1237 break;
1238
1239 case KW_object:
1240 {
1241 art->item = object::create ();
1242 f.get (art->item->name);
1243 f.next ();
1244
1245 if (!art->item->parse_kv (f))
1246 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1247
1248 al = find_artifactlist (art->item->type);
1249
1250 if (!al)
1251 {
1252 al = get_empty_artifactlist ();
1253 al->type = art->item->type;
1254 al->next = first_artifactlist;
1255 first_artifactlist = al;
1256 }
1257
1258 art->next = al->items;
1259 al->items = art;
1260 art = 0;
1261 }
1375 continue; 1262 continue;
1376 1263
1377 do 1264 case KW_EOF:
1265 goto done;
1266
1267 default:
1268 if (!f.parse_error ("artifacts file"))
1269 cleanup ("artifacts file required");
1378 { 1270 break;
1379 nrofallowedstr++;
1380 if ((next = strchr (cp, ',')) != NULL)
1381 *(next++) = '\0';
1382 tmp = new linked_char;
1383
1384 tmp->name = cp;
1385 tmp->next = art->allowed;
1386 art->allowed = tmp;
1387 }
1388 while ((cp = next) != NULL);
1389 }
1390 else if (sscanf (cp, "chance %d", &value))
1391 art->chance = (uint16) value;
1392 else if (sscanf (cp, "difficulty %d", &value))
1393 art->difficulty = (uint8) value;
1394 else if (!strncmp (cp, "Object", 6))
1395 { 1271 }
1396 art->item = object::create ();
1397 1272
1398 if (!load_object (thawer, art->item, 0)) 1273 f.next ();
1399 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1400
1401 art->item->name = strchr (cp, ' ') + 1;
1402 al = find_artifactlist (art->item->type);
1403 if (al == NULL)
1404 {
1405 al = get_empty_artifactlist ();
1406 al->type = art->item->type;
1407 al->next = first_artifactlist;
1408 first_artifactlist = al;
1409 }
1410 art->next = al->items;
1411 al->items = art;
1412 art = NULL;
1413 }
1414 else
1415 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1416 } 1274 }
1417 1275
1276done:
1418 for (al = first_artifactlist; al != NULL; al = al->next) 1277 for (al = first_artifactlist; al; al = al->next)
1419 { 1278 {
1279 al->total_chance = 0;
1280
1420 for (art = al->items; art != NULL; art = art->next) 1281 for (art = al->items; art; art = art->next)
1421 { 1282 {
1422 if (!art->chance) 1283 if (!art->chance)
1423 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1284 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1424 else 1285 else
1425 al->total_chance += art->chance; 1286 al->total_chance += art->chance;
1426 } 1287 }
1427#if 0 1288#if 0
1428 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1289 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1429#endif 1290#endif
1430 } 1291 }
1431
1432 LOG (llevDebug, "done.\n");
1433} 1292}
1434
1435 1293
1436/* 1294/*
1437 * Used in artifact generation. The bonuses of the first object 1295 * Used in artifact generation. The bonuses of the first object
1438 * is modified by the bonuses of the second object. 1296 * is modified by the bonuses of the second object.
1439 */ 1297 */
1440
1441void 1298void
1442add_abilities (object *op, object *change) 1299add_abilities (object *op, object *change)
1443{ 1300{
1444 int i, tmp;
1445
1446 if (change->face != blank_face) 1301 if (change->face != blank_face)
1447 {
1448#ifdef TREASURE_VERBOSE
1449 LOG (llevDebug, "FACE: %d\n", change->face->number);
1450#endif
1451 op->face = change->face; 1302 op->face = change->face;
1452 }
1453 1303
1454 for (i = 0; i < NUM_STATS; i++) 1304 for (int i = 0; i < NUM_STATS; i++)
1455 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1305 change_attr_value (&(op->stats), i, change->stats.stat (i));
1456 1306
1457 op->attacktype |= change->attacktype; 1307 op->attacktype |= change->attacktype;
1458 op->path_attuned |= change->path_attuned; 1308 op->path_attuned |= change->path_attuned;
1459 op->path_repelled |= change->path_repelled; 1309 op->path_repelled |= change->path_repelled;
1460 op->path_denied |= change->path_denied; 1310 op->path_denied |= change->path_denied;
1461 op->move_type |= change->move_type; 1311 op->move_type |= change->move_type;
1462 op->stats.luck += change->stats.luck; 1312 op->stats.luck += change->stats.luck;
1463 1313
1464 if (QUERY_FLAG (change, FLAG_CURSED)) 1314 static const struct copyflags : object::flags_t
1465 SET_FLAG (op, FLAG_CURSED); 1315 {
1466 if (QUERY_FLAG (change, FLAG_DAMNED)) 1316 copyflags ()
1467 SET_FLAG (op, FLAG_DAMNED); 1317 {
1468 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1318 set (FLAG_CURSED);
1319 set (FLAG_DAMNED);
1320 set (FLAG_LIFESAVE);
1321 set (FLAG_REFL_SPELL);
1322 set (FLAG_STEALTH);
1323 set (FLAG_XRAYS);
1324 set (FLAG_BLIND);
1325 set (FLAG_SEE_IN_DARK);
1326 set (FLAG_REFL_MISSILE);
1327 set (FLAG_MAKE_INVIS);
1328 }
1329 } copyflags;
1330
1331 // we might want to just copy, but or'ing is what the original code did
1332 op->flag |= change->flag & copyflags;
1333
1334 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1469 set_abs_magic (op, -op->magic); 1335 set_abs_magic (op, -op->magic);
1470 1336
1471 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1337 if (change->flag [FLAG_STAND_STILL])
1472 SET_FLAG (op, FLAG_LIFESAVE);
1473 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1474 SET_FLAG (op, FLAG_REFL_SPELL);
1475 if (QUERY_FLAG (change, FLAG_STEALTH))
1476 SET_FLAG (op, FLAG_STEALTH);
1477 if (QUERY_FLAG (change, FLAG_XRAYS))
1478 SET_FLAG (op, FLAG_XRAYS);
1479 if (QUERY_FLAG (change, FLAG_BLIND))
1480 SET_FLAG (op, FLAG_BLIND);
1481 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1482 SET_FLAG (op, FLAG_SEE_IN_DARK);
1483 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1484 SET_FLAG (op, FLAG_REFL_MISSILE);
1485 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1486 SET_FLAG (op, FLAG_MAKE_INVIS);
1487
1488 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1489 { 1338 {
1490 CLEAR_FLAG (op, FLAG_ANIMATE); 1339 op->clr_flag (FLAG_ANIMATE);
1340
1491 /* so artifacts will join */ 1341 /* so artifacts will join */
1492 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1342 if (!op->flag [FLAG_ALIVE])
1493 op->speed = 0.0; 1343 op->speed = 0.;
1494 1344
1495 update_ob_speed (op); 1345 op->set_speed (op->speed);
1496 } 1346 }
1497 1347
1498 if (change->nrof) 1348 if (change->nrof)
1499 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1349 op->nrof = rndm (change->nrof) + 1;
1500 1350
1501 op->stats.exp += change->stats.exp; /* Speed modifier */ 1351 op->stats.exp += change->stats.exp; /* Speed modifier */
1502 op->stats.wc += change->stats.wc; 1352 op->stats.wc += change->stats.wc;
1503 op->stats.ac += change->stats.ac; 1353 op->stats.ac += change->stats.ac;
1504 1354
1505 if (change->other_arch) 1355 if (change->other_arch)
1506 { 1356 {
1507 /* Basically, for horns & potions, the other_arch field is the spell 1357 /* Basically, for horns & potions, the other_arch field is the spell
1508 * to cast. So convert that to into a spell and put it into 1358 * to cast. So convert that to into a spell and put it into
1509 * this object. 1359 * this object.
1510 */ 1360 */
1511 if (op->type == HORN || op->type == POTION) 1361 if (op->type == HORN || op->type == POTION)
1512 { 1362 {
1513 object *tmp_obj;
1514
1515 /* Remove any spells this object currently has in it */ 1363 /* Remove any spells this object currently has in it */
1516 while (op->inv)
1517 op->inv->destroy (); 1364 op->destroy_inv (false);
1518 1365
1519 tmp_obj = arch_to_object (change->other_arch); 1366 object *tmp = change->other_arch->instance ();
1520 insert_ob_in_ob (tmp_obj, op); 1367 insert_ob_in_ob (tmp, op);
1521 } 1368 }
1369
1522 /* No harm setting this for potions/horns */ 1370 /* No harm setting this for potions/horns */
1523 op->other_arch = change->other_arch; 1371 op->other_arch = change->other_arch;
1524 } 1372 }
1525 1373
1526 if (change->stats.hp < 0) 1374 if (change->stats.hp < 0)
1542 op->stats.maxsp = -change->stats.maxsp; 1390 op->stats.maxsp = -change->stats.maxsp;
1543 else 1391 else
1544 op->stats.maxsp += change->stats.maxsp; 1392 op->stats.maxsp += change->stats.maxsp;
1545 1393
1546 if (change->stats.food < 0) 1394 if (change->stats.food < 0)
1547 op->stats.food = -(change->stats.food); 1395 op->stats.food = -change->stats.food;
1548 else 1396 else
1549 op->stats.food += change->stats.food; 1397 op->stats.food += change->stats.food;
1550 1398
1551 if (change->level < 0) 1399 if (change->level < 0)
1552 op->level = -(change->level); 1400 op->level = -change->level;
1553 else 1401 else
1554 op->level += change->level; 1402 op->level += change->level;
1555 1403
1556 if (change->gen_sp_armour < 0) 1404 if (change->gen_sp_armour < 0)
1557 op->gen_sp_armour = -(change->gen_sp_armour); 1405 op->gen_sp_armour = -change->gen_sp_armour;
1558 else 1406 else
1559 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1407 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1560 1408
1561 op->item_power = change->item_power; 1409 op->item_power = change->item_power;
1562 1410
1563 for (i = 0; i < NROFATTACKS; i++) 1411 for (int i = 0; i < NROFATTACKS; i++)
1564 if (change->resist[i])
1565 op->resist[i] += change->resist[i]; 1412 op->resist[i] += change->resist[i];
1566 1413
1567 if (change->stats.dam) 1414 if (change->stats.dam)
1568 { 1415 {
1569 if (change->stats.dam < 0) 1416 if (change->stats.dam < 0)
1570 op->stats.dam = (-change->stats.dam); 1417 op->stats.dam = -change->stats.dam;
1571 else if (op->stats.dam) 1418 else if (op->stats.dam)
1572 { 1419 {
1573 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1420 int tmp = op->stats.dam * change->stats.dam / 10;
1421
1574 if (tmp == op->stats.dam) 1422 if (tmp == op->stats.dam)
1575 { 1423 {
1576 if (change->stats.dam < 10) 1424 if (change->stats.dam < 10)
1577 op->stats.dam--; 1425 op->stats.dam--;
1578 else 1426 else
1584 } 1432 }
1585 1433
1586 if (change->weight) 1434 if (change->weight)
1587 { 1435 {
1588 if (change->weight < 0) 1436 if (change->weight < 0)
1589 op->weight = (-change->weight); 1437 op->weight = -change->weight;
1590 else 1438 else
1591 op->weight = (op->weight * (change->weight)) / 100; 1439 op->weight = op->weight * change->weight / 100;
1592 } 1440 }
1593 1441
1594 if (change->last_sp) 1442 if (change->last_sp)
1595 { 1443 {
1596 if (change->last_sp < 0) 1444 if (change->last_sp < 0)
1597 op->last_sp = (-change->last_sp); 1445 op->last_sp = -change->last_sp;
1598 else 1446 else
1599 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1447 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1600 } 1448 }
1601 1449
1602 if (change->gen_sp_armour) 1450 if (change->gen_sp_armour)
1603 { 1451 {
1604 if (change->gen_sp_armour < 0) 1452 if (change->gen_sp_armour < 0)
1605 op->gen_sp_armour = (-change->gen_sp_armour); 1453 op->gen_sp_armour = -change->gen_sp_armour;
1606 else 1454 else
1607 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1455 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1608 } 1456 }
1609 1457
1610 op->value *= change->value; 1458 op->value *= change->value;
1611 1459
1612 if (change->material) 1460 if (change->materials)
1461 op->materials = change->materials;
1462
1463 if (change->material != MATERIAL_NULL)
1613 op->material = change->material; 1464 op->material = change->material;
1614
1615 if (change->materialname)
1616 op->materialname = change->materialname;
1617 1465
1618 if (change->slaying) 1466 if (change->slaying)
1619 op->slaying = change->slaying; 1467 op->slaying = change->slaying;
1620 1468
1621 if (change->race) 1469 if (change->race)
1624 if (change->msg) 1472 if (change->msg)
1625 op->msg = change->msg; 1473 op->msg = change->msg;
1626} 1474}
1627 1475
1628static int 1476static int
1629legal_artifact_combination (object *op, artifact * art) 1477legal_artifact_combination (object *op, artifact *art)
1630{ 1478{
1631 int neg, success = 0; 1479 int neg, success = 0;
1632 linked_char *tmp; 1480 linked_char *tmp;
1633 const char *name; 1481 const char *name;
1634 1482
1635 if (art->allowed == (linked_char *) NULL) 1483 if (!art->allowed)
1636 return 1; /* Ie, "all" */ 1484 return 1; /* Ie, "all" */
1485
1637 for (tmp = art->allowed; tmp; tmp = tmp->next) 1486 for (tmp = art->allowed; tmp; tmp = tmp->next)
1638 { 1487 {
1639#ifdef TREASURE_VERBOSE 1488#ifdef TREASURE_VERBOSE
1640 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1489 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1641#endif 1490#endif
1642 if (*tmp->name == '!') 1491 if (*tmp->name == '!')
1643 name = tmp->name + 1, neg = 1; 1492 name = tmp->name + 1, neg = 1;
1644 else 1493 else
1645 name = tmp->name, neg = 0; 1494 name = tmp->name, neg = 0;
1646 1495
1647 /* If we match name, then return the opposite of 'neg' */ 1496 /* If we match name, then return the opposite of 'neg' */
1648 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1497 if (!strcmp (name, op->arch->archname))
1649 return !neg; 1498 return !neg;
1650 1499
1651 /* Set success as true, since if the match was an inverse, it means 1500 /* Set success as true, since if the match was an inverse, it means
1652 * everything is allowed except what we match 1501 * everything is allowed except what we match
1653 */ 1502 */
1654 else if (neg) 1503 else if (neg)
1655 success = 1; 1504 success = 1;
1656 } 1505 }
1506
1657 return success; 1507 return success;
1658} 1508}
1659 1509
1660/* 1510/*
1661 * Fixes the given object, giving it the abilities and titles 1511 * Fixes the given object, giving it the abilities and titles
1663 */ 1513 */
1664 1514
1665void 1515void
1666give_artifact_abilities (object *op, object *artifct) 1516give_artifact_abilities (object *op, object *artifct)
1667{ 1517{
1668 char new_name[MAX_BUF]; 1518 op->title = format ("of %s", &artifct->name);
1669 1519
1670 sprintf (new_name, "of %s", &artifct->name);
1671 op->title = new_name;
1672 add_abilities (op, artifct); /* Give out the bonuses */ 1520 add_abilities (op, artifct); /* Give out the bonuses */
1673 1521
1674#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1522#if 0 /* Bit verbose, but keep it here until next time I need it... */
1675 { 1523 {
1676 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1524 char identified = op->flag [FLAG_IDENTIFIED];
1677 1525
1678 SET_FLAG (op, FLAG_IDENTIFIED); 1526 op->set_flag (FLAG_IDENTIFIED);
1679 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1527 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1680 if (!identified) 1528 if (!identified)
1681 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1529 op->clr_flag (FLAG_IDENTIFIED);
1682 } 1530 }
1683#endif 1531#endif
1684 return; 1532 return;
1685} 1533}
1686 1534
1696#define ARTIFACT_TRIES 2 1544#define ARTIFACT_TRIES 2
1697 1545
1698void 1546void
1699generate_artifact (object *op, int difficulty) 1547generate_artifact (object *op, int difficulty)
1700{ 1548{
1701 artifactlist *al;
1702 artifact *art; 1549 artifact *art;
1703 int i;
1704 1550
1705 al = find_artifactlist (op->type); 1551 artifactlist *al = find_artifactlist (op->type);
1706 1552
1707 if (al == NULL) 1553 if (al == NULL)
1708 { 1554 {
1709#if 0 /* This is too verbose, usually */ 1555#if 0 /* This is too verbose, usually */
1710 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1556 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1711#endif 1557#endif
1712 return; 1558 return;
1713 } 1559 }
1714 1560
1715 for (i = 0; i < ARTIFACT_TRIES; i++) 1561 for (int i = 0; i < ARTIFACT_TRIES; i++)
1716 { 1562 {
1717 int roll = RANDOM () % al->total_chance; 1563 int roll = rndm (al->total_chance);
1718 1564
1719 for (art = al->items; art != NULL; art = art->next) 1565 for (art = al->items; art; art = art->next)
1720 { 1566 {
1721 roll -= art->chance; 1567 roll -= art->chance;
1722 if (roll < 0) 1568 if (roll < 0)
1723 break; 1569 break;
1724 } 1570 }
1728#if 1 1574#if 1
1729 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1575 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1730#endif 1576#endif
1731 return; 1577 return;
1732 } 1578 }
1733 if (!strcmp (art->item->name, "NONE")) 1579
1580 if (art->item->name == shstr_NONE)
1734 return; 1581 return;
1582
1735 if (FABS (op->magic) < art->item->magic) 1583 if (fabs (op->magic) < art->item->magic)
1736 continue; /* Not magic enough to be this item */ 1584 continue; /* Not magic enough to be this item */
1737 1585
1738 /* Map difficulty not high enough */ 1586 /* Map difficulty not high enough */
1739 if (difficulty < art->difficulty) 1587 if (difficulty < art->difficulty)
1740 continue; 1588 continue;
1741 1589
1742 if (!legal_artifact_combination (op, art)) 1590 if (!legal_artifact_combination (op, art))
1743 { 1591 {
1744#ifdef TREASURE_VERBOSE 1592#ifdef TREASURE_VERBOSE
1745 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1593 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1746#endif 1594#endif
1747 continue; 1595 continue;
1748 } 1596 }
1597
1749 give_artifact_abilities (op, art->item); 1598 give_artifact_abilities (op, art->item);
1750 return; 1599 return;
1751 } 1600 }
1752} 1601}
1753 1602
1757 */ 1606 */
1758 1607
1759void 1608void
1760fix_flesh_item (object *item, object *donor) 1609fix_flesh_item (object *item, object *donor)
1761{ 1610{
1762 char tmpbuf[MAX_BUF];
1763 int i;
1764
1765 if (item->type == FLESH && donor) 1611 if (item->type == FLESH && donor)
1766 { 1612 {
1767 /* change the name */ 1613 /* change the name */
1768 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1614 item->name = format ("%s's %s", &donor->name, &item->name);
1769 item->name = tmpbuf;
1770 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1615 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1771 item->name_pl = tmpbuf;
1772 1616
1773 /* weight is FLESH weight/100 * donor */ 1617 /* weight is FLESH weight/100 * donor */
1774 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1618 item->weight = max (1, item->weight * donor->weight / 100);
1775 item->weight = 1;
1776 1619
1777 /* value is multiplied by level of donor */ 1620 /* value is multiplied by level of donor */
1778 item->value *= isqrt (donor->level * 2); 1621 item->value *= isqrt (donor->level * 2);
1779 1622
1780 /* food value */ 1623 /* food value */
1781 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1624 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1782 1625
1783 /* flesh items inherit some abilities of donor, but not 1626 /* flesh items inherit some abilities of donor, but not
1784 * full effect. 1627 * full effect.
1785 */ 1628 */
1786 for (i = 0; i < NROFATTACKS; i++) 1629 for (int i = 0; i < NROFATTACKS; i++)
1787 item->resist[i] = donor->resist[i] / 2; 1630 item->resist[i] = donor->resist[i] / 2;
1788 1631
1789 /* item inherits donor's level (important for quezals) */ 1632 /* item inherits donor's level (important for quezals) */
1790 item->level = donor->level; 1633 item->level = donor->level;
1791 1634
1792 /* if donor has some attacktypes, the flesh is poisonous */ 1635 /* if donor has some attacktypes, the flesh is poisonous */
1793 if (donor->attacktype & AT_POISON) 1636 if (donor->attacktype & AT_POISON)
1794 item->type = POISON; 1637 item->type = POISON;
1638
1795 if (donor->attacktype & AT_ACID) 1639 if (donor->attacktype & AT_ACID)
1796 item->stats.hp = -1 * item->stats.food; 1640 item->stats.hp = -item->stats.food;
1797 SET_FLAG (item, FLAG_NO_STEAL);
1798 }
1799}
1800 1641
1801/* special_potion() - so that old potion code is still done right. */ 1642 item->set_flag (FLAG_NO_STEAL);
1802 1643 }
1803int
1804special_potion (object *op)
1805{
1806
1807 int i;
1808
1809 if (op->attacktype)
1810 return 1;
1811
1812 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1813 return 1;
1814
1815 for (i = 0; i < NROFATTACKS; i++)
1816 if (op->resist[i])
1817 return 1;
1818
1819 return 0;
1820} 1644}
1821 1645
1822void 1646static void
1823free_treasurestruct (treasure *t) 1647free_treasurestruct (treasure *t)
1824{ 1648{
1825 if (t->next)
1826 free_treasurestruct (t->next); 1649 if (t->next) free_treasurestruct (t->next);
1827 if (t->next_yes)
1828 free_treasurestruct (t->next_yes); 1650 if (t->next_yes) free_treasurestruct (t->next_yes);
1829 if (t->next_no)
1830 free_treasurestruct (t->next_no); 1651 if (t->next_no) free_treasurestruct (t->next_no);
1831 1652
1832 delete t; 1653 delete t;
1833} 1654}
1834 1655
1835void 1656static void
1836free_charlinks (linked_char *lc) 1657free_charlinks (linked_char *lc)
1837{ 1658{
1838 if (lc->next) 1659 if (lc->next)
1839 free_charlinks (lc->next); 1660 free_charlinks (lc->next);
1840 1661
1841 delete lc; 1662 delete lc;
1842} 1663}
1843 1664
1844void 1665static void
1845free_artifact (artifact * at) 1666free_artifact (artifact *at)
1846{ 1667{
1847 if (at->next)
1848 free_artifact (at->next); 1668 if (at->next) free_artifact (at->next);
1849
1850 if (at->allowed)
1851 free_charlinks (at->allowed); 1669 if (at->allowed) free_charlinks (at->allowed);
1852 1670
1853 at->item->destroy (1); 1671 at->item->destroy ();
1854 1672
1855 delete at;
1856}
1857
1858void
1859free_artifactlist (artifactlist * al)
1860{
1861 artifactlist *nextal;
1862
1863 for (al = first_artifactlist; al; al = nextal)
1864 {
1865 nextal = al->next;
1866
1867 if (al->items)
1868 free_artifact (al->items);
1869
1870 free (al); 1673 sfree (at);
1871 }
1872} 1674}
1873 1675
1874void
1875free_all_treasures (void)
1876{
1877 treasurelist *tl, *next;
1878
1879
1880 for (tl = first_treasurelist; tl != NULL; tl = next)
1881 {
1882 next = tl->next;
1883 if (tl->items)
1884 free_treasurestruct (tl->items);
1885 delete tl;
1886 }
1887 free_artifactlist (first_artifactlist);
1888}

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